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1 “Video Game Niches: Specialization, Substitutability and Strategy” Benjamin Engelstätter Zentrum für Europäische Wirtschaftsforschung Michael R. Ward University of Texas in Arlington February, 2011 ABSTRACT This paper shows how video game publishers’ choice of game release date is affected by the expected level of competition within the game’s product niche. We identify niches by genre, age- appropriateness, intended console system, and game quality. First, we document that video game publishers are highly specialized in each of these dimensions of product differentiation. Thus, one of the few post-production strategic variables available to publishers is the date on which to release the title. Second, we show that consumer substitution across games is strongest within each of these dimensions describing niches. Because sales volumes decay quickly after opening weekend, at any point in time, a niche will typically be served by few current titles. Thus, publishers have incentives to avoid releasing during periods of fierce intra-niche competition. Third, we show that release date appears to be adjusted so that games are released so as to avoid weeks when its niche is relatively well served. Keywords: Video Games, Strategy, Niche JEL Code: D43, L13, L96

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Page 1: “Video Game Niches: Specialization, Substitutability and ......The production of video games similarly shares other features with other entertainment goods. As with other information

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“Video Game Niches: Specialization, Substitutability and Strategy”

Benjamin Engelstätter

Zentrum für Europäische Wirtschaftsforschung

Michael R. Ward

University of Texas in Arlington

February, 2011

ABSTRACT

This paper shows how video game publishers’ choice of game release date is affected by the

expected level of competition within the game’s product niche. We identify niches by genre, age-

appropriateness, intended console system, and game quality. First, we document that video game

publishers are highly specialized in each of these dimensions of product differentiation. Thus, one

of the few post-production strategic variables available to publishers is the date on which to

release the title. Second, we show that consumer substitution across games is strongest within each

of these dimensions describing niches. Because sales volumes decay quickly after opening

weekend, at any point in time, a niche will typically be served by few current titles. Thus,

publishers have incentives to avoid releasing during periods of fierce intra-niche competition.

Third, we show that release date appears to be adjusted so that games are released so as to avoid

weeks when its niche is relatively well served.

Keywords: Video Games, Strategy, Niche

JEL Code: D43, L13, L96

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I. Introduction

We examine video game publishers’ strategic use of game release dates so as to maximize

game sales and profits. First, we show that there is supply-side specialization into niches defined

by gaming consoles, game genre and age-appropriateness, i.e., rating of the Entertainment

Software Board (ESRB). Second, we show that most of the demand-side substitution is within

these niches. Much like box offices receipts for movies, game sales decline quickly after their

week of release and are considerably higher when they are more highly rated by consumers and

reviewers. In addition, we show that game sales fall when the other currently popular games are

rated highly or are newer and that these rating and age effects are stronger for competing games

within the same console, genre, or ESRB niche. These market characteristics suggest that

publishers have incentives to strategically avoid release weeks in which there are many high

quality and newer games available within their niche. Finally, we test this strategic release date

hypothesis by estimating a hazard function of the time to a publisher's next release. We find that

game release is delayed when the released game’s niche is ‘saturated’ with more highly rated and

newer games.

Sales of video games have doubled in the past decade in the US to over $10 billion

annually, comparable to first-run movie ticket sales. Overall, video games feature many

characteristics in common with other forms of entertainment such as movies and music. Games are

characterized by a large degree of product variety in game content along multiple dimensions. For

example, horizontal differentiation occurs across game genre, gaming platform, and age

appropriateness of content. Vertical differentiation occurs as some games are generally perceived

to be better than others in terms of quality of game play, realism of graphics and the appeal of the

story narrative. Games depreciate quickly as a gamer will often complete a game within a few

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weeks. Demand for game play drops off considerably after completing a game. Gaming often

entails a degree of a social bandwagon effect in which peers prefer to play and discuss the same

games simultaneously. This can result in some games becoming “blockbusters” seemingly out of

proportion to the reported measures of game quality.

The production of video games similarly shares other features with other entertainment

goods. As with other information goods, they generally exhibit large fixed cost of production and

small marginal cost of duplication. Publishers can invest more in game production so as to develop

a game of higher quality in order to increase game demand, however some of the perceived quality

cannot be anticipated during the game development stage. This makes a portion of the demand for

a game stochastic from the developer’s point of view. In addition, because many games place

different storylines and action points on top of common computer code shared by multiple games,

game production can exhibit substantial economies of scope. However, developers may also have

core competencies (e.g., computer code, graphic images, and story editors) that are relevant to

narrow niches of games (e.g., console operating system, age group of audience, and style of play).

Finally, advances in the underlying computer technology imply that developers must redesign

even core game components from time to time.

Game publishers face a series of strategic decisions at certain junctures. A publisher must

decide what intellectual property and core competencies to develop. This could entail, for

example, developing or outsourcing a physics engine that governs the movement of virtual objects

within the games. The publisher then must decide how to exploit these core competencies by

choosing which specific product attributes to incorporate into a game. This decision usually is

associated with choosing a specific horizontal niche. Similarly, the publisher must decide where in

the quality dimension it wishes to place its game. While there is some uncertainty about how a

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game will ultimately be received, market participants know that gamers value higher quality

content along a number of related dimensions (e.g., graphics, story line, response time, degree of

difficulty, game “balance”, etc.) that require greater ex ante investment. For each game, publishers

must decide to what extent they will vertically integrate into game development versus

outsourcing to third-party developers (Gil and Warzynski, 2010). Most games are developed by

the firm that will eventually publish it. However, the industry has seen some degree of vertical

disintegration as developers have specialized in specific competencies. Once game development is

nearer to completion, publishers decide on the extent of the marketing campaign to support the

game. Up until now, publishers have had some degree of flexibility to alter over the release date

but now must lock in a release date to correspond with the marketing campaign. A publisher may

use current and expected market conditions to choose to delay the release of a game so as to avoid

release dates when the competition within the game’s niche is particularly fierce. Finally,

publishers choose the price for the game. Much like movies and music, there is much less variation

in new game prices than in new game unit sales.

We focus on the game release date decision and how it is affected by expected competition.

Since this decision crucially depends on the importance of specific niches in the video game

market, we first demonstrate the degree to which firms specialize by niche and the degree to which

consumers substitute across and within niches. These analyses imply that releasing a game in a

week when other within-niche games are particularly popular can greatly reduce the game’s

overall sales. Since game sales decline quickly with time on the market, delaying the game release

date by just one or two weeks could greatly increase sales and profits. We find evidence consistent

with strategic publisher behavior so as to avoid the fiercest competition.

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This paper adds to the existing literature in various ways. First, as Williams (2002)

suggests, we document the importance of niches with the incorporation of more product

characteristics, such as age appropriateness, genre, console and quality into our model. Second,

our use of weekly, rather than monthly, sales data better matches the release date strategic decision

as games are usually released for the peak weekend demand. Third, by incorporating both supply

and demand features, we can offer a fuller explanation of various aspects of strategic behavior.

II. Previous Literature

Economic analyses of the video game market have only begun to appear in the last decade.

Clemens and Ohashi (2005) show the importance of indirect network effects between console

adoption and software supply decisions for pricing with their results suggesting that introductory

pricing is an effective practice at the beginning of the product cycle. Expanding software variety,

however, becomes more effective later. In line with that Prieger and Hu (2006) find significant

effects of both price and software variety on video game console demand, suggesting substitutive

effects between price and variety. Liu (2010) proposes a structural model for pricing strategies in

the video game console market and shows that consumer heterogeneity provides incentives to

price skim while network effects lead to penetration pricing. Chao and Derdenger (2011) show

how mixed bundling can help overcome problems associated with new product introductions in

two-sided markets in their application to the portable game console market.

However, besides game and console pricing, game quality is also impacting players’

decisions to buy particular games. Video games tend to be experience goods for which gamers

cannot know their preferences without playing. Zhu and Zhang (2010) use this notion to show that

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consumer reviews of video games are positively related to game sales. In addition, Bounie et al.

(2005) confirm that online customer reviews positively influence purchasing decisions in the video

game industry. Chevalier and Mayzlin (2006) provide supplemental evidence from a different

industry as they show the positive impact of online book reviews on book sales.

Nevertheless, perceived quality and pricing might not be the only driving forces for video

game demand and supply. Thus, Claussen et al. (2010) show that, for the US handheld video game

industry, backward compatibility influences both demand and supply and could be used to sustain

market dominance. Also, video game demand and supply might depend on the release timing of

games as publishers might cannibalize own and competitors’ sales if they launch a specific game

in a time period where it competes for sales with a similar game already released. Grohsjean and

Kretschmar (2008) tackle the behavior of firms in the US gaming industry towards potential

cannibalization and provide evidence that publishers are generally reluctant to cannibalize their

existing success. Gil and Warzynski (2010) show how publisher-developer vertical integration can

affect the quality, and thus sales, of video games. Ohashi (2005) indicates that the ownership

structure of a launched game also matters for cannibalization. His evidence for the US video game

industry suggests that games under joint ownership are released in larger time intervals than those

owned by different publishers.

The academic literature pertaining to video games that is probably the largest investigates

whether video game violence leads gamers to become violent in real life. Meta-analyses by

Anderson and Bushman (2001) and Sherry (2001) analyzed 35 and 30 articles respectively. Later,

Anderson (2004) identified 44 published studies. These laboratory experiments and correlational

studies predominately support increased aggression as suggested by the theory of desensitization.

More recently, Ward (2010) criticized the correlational studies for not incorporating other

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covariates into their analyses that might offer alternative explanations. Also, Ward (2011) and

Cunningham, et al. (2011) examine the issue by linking video game sales to actual violent criminal

behaviors to suggest that laboratory experiments may lack external validity.

III. Data

We have constructed a sample of about one thousand popular console-based video games

released over a four year period from 2005 to 2008. From VGChartz1, we observe the publisher,

the release date, the console it was developed for and its weekly unit sales while it was in the top

50 US sellers. The VGChartz website reports detailed video console game unit sales consistently

from 2005 onwards for several geographic regions including the US. For each game, we append its

rating from the Entertainment Software Rating Board (ESRB).3 The ESRB is a non-profit body

independently assigning technical ratings to each new game which defines the age of the audience

for which the game is appropriate. No other study we are aware of has matched ESRB rating

information to games. Finally, we obtain a measure of game quality from Gamespot,4 a

professional video game rating firm whose staff reviews almost every game launched by rating the

quality of the titles on a scale from 1 to 10 with 10 being the best possible rank. We describe all

databases in more detail in the following.

A. VGChartz

Our primary data source is VGChartz. They report weekly unit sales for each of the top 50

selling video console games in the US on their website that provides a dataset consisting of 1,192

1 See http://www.vgchartz.com

3 See http://www.esrb.com

4 See http://www.gamespot.com

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different titles from 2005 to 2009. The data that were obtained are for games designed for nine

different gaming consoles. However, the sample contains few games for the consoles Game Boy

Advanced, GameCube and Xbox. In order to generate meaningful results, we drop these

observations for our analysis leaving 1,150 games in our sample. The remaining six consoles in

our analysis are Nintendo DS, PlayStation 2 and 3, PlayStation Portable, Wii and Xbox 360.

Overall, the Xbox 360 and Playstation 2 are the most common consoles in our sample featuring

about 24 respectively 20 percent of the games surveyed.

VGChartz also provides the publisher for each game listed. However, a single firm may

have entries that specify a subsidiaries or in-house development groups and teams. To study the

degree of firm specialization, we count games from subsidiaries of publishers as being published

by their parent company resulting in 42 different publishers. The sample includes some large

publishers like, e. g., EA being responsible for publishing more than 200 games and smaller

publishers like, e. g., Valcon or Zoo Games which each have one game in the sample. We also

added information about developers to our sample to identify 208 different developers. As with

publishers, we grouped subsidiaries and in-house teams to their parent developer companies.

Game genres classifications that were obtained from VGChartz were too narrow for the

type of analysis we intend. Instead, we group the genre information into braoder categories based

on the genre definitions from Gamespot6 as described in Egenfeldt-Nielsen et al. (2008). For

example, since the sample contains few racing and adventure games, we grouped racing games in

the sport and action category and group adventure games together with role playing games as they

share similar content. In addition, we include a genre category for music and party games which

6 Overall, there is no standardized principle for defining video game genres making the selection somewhat arbitrary.

However, Gamespot has developed a broad competence in assessing and valuing video games making its genre

definition a suitable choice for our data.

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comprise about one tenth of all games. We group shooter and platform games together as they

feature a distinct gameplay experience compared to other action games. Nevertheless, classifying

games in one specific genre is problematic as some games could easily be categorized in two

different genres, e. g. Mass Effect features action parts as well as role playing aspects. Overall,

about 52 percent of the games of our sample include some sort of action, followed by sports (28

percent) and role playing games (26 percent).

For each game title, we observe weekly unit sales information so long as the game remains

in the top 50 sellers. The week is a natural unit of aggregation as games are typically released for

weekend play. We observe more weeks of data for more popular games that remain among the top

50 sellers for longer. On average, we observe 10 weeks of sales data per game but there is

considerable variation. Figure 1 depicts the distribution of weeks in the top 50 for our data. Almost

all video games in our sample exhibit a strong decline in sales after its release date. Figure 2

depicts this decline for the average game. Finally, there is great variation in the popularity of

different game titles. Figure 3 depicts the distribution of the natural logarithm of unit sales for

initial week after the game’s release.

B. ESRB Rating

The age appropriateness ratings for each game assigned by the ESRB board are E, E10, T,

M7 where E classifies games for everybody, E10 for everyone aged 10 and up, T for teens, M

7 Technically there is also a rating of A for adult content only. However, this rating is rarely applied and covers mostly

games with pornographic content. Our sample does not contain games with this rating.

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games for a mature audience.8 The ESRB is an industry-supported, non-governmental body with

the goal of providing a simple system to inform parents about the content of games their children

may want to play. In this sense, it plays a similar role to Motion Picture Association of America

(MPAA) ratings for movies. We looked up the ESRB ratings and content descriptors for each

game in the sample. Overall, categories with the most games are those suitable for everybody (33

percent) or for teen audiences (34 percent).

C. GameSpot Score

Our measure of game quality derives from the expert review data from the GameSpot

website. Launched in May 1996, GameSpot provides the latest news, reviews, previews and links

to portals for all current platforms. It also includes a list of the most popular games and features a

search engine for users to track down games of interest. Almost every game in our sample was

reviewed by the GameSpot staff which assigned ratings on a scale from 1 to 10. These so called

GameSpot-Scores are intended to provide an at-a-glance sense of the overall quality of the game.

The overall rating we collected is based on evaluations of graphics, sound, gameplay, replay value

and reviewer’s tilt.9 The quality rating of the games can be expected to be positively correlated

with their sales as better-rated games usually are more highly demanded (Zhu and Zhang, 2010).

However, it is possible that some games feature the opposite relationship if they are based on a

popular tie-in from a movie, e. g. the Harry Potter franchise or the Final Fantasy series. Both

8 A detailed description of the mechanism determining the assigning of the ratings can be found in Federal Trade

Commission (2007) or at the ESRB website. 9 Mid 2007 there was a change in the review system of gamespot. Games reviewed based on the new system only get

an overall rating and no detailed rating in each category. However, as each category is still reviewed in detail we do

not consider this change to noticeably affect the overall GameSpot-score.

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publishers and developers know that these games will sell well due to their popular tie-in which

may lower the returns to investment in game quality.

IV. Empirical Analysis and Results

Our data allow us to generate measures of horizontal differentiation (console, genre, ESRB

rating) and vertical differentiation (Gamespot score). These allow us to define niches and measure

within and across niche substitutability. Since we observe many game titles for each publisher, we

can test for scope economies along these multiple dimensions of differentiation. Furthermore,

during any week, we can use sales data to measure how well the industry and each publisher are

serving each niche. We link this niche level sales information to a multi-dimensional state variable

and conjecture that publishers respond to the current values of this state variable.

We first examine the importance of niches in the video game market and then use this

information to investigate strategic use of game release timing to exploit temporal opportunities

within niches. First, we provide evidence of supplier side specialization by: gaming console, game

genre, game age appropriateness, and game quality. Second, we estimate a video game demand

function that provides evidence of greater substitution across games within similar product

attributes defined along these dimensions. Finally, having established that video game niches are

important, we estimate a hazard function for time between a publisher’s game releases to show

that publishers tend to alter the release date of games to avoid periods when the game’s niche is

already saturated with popular games.

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A. Do Game Developers and Publishers Specialize?

As described above, game developers have a number of decisions to make when they

undertake to create a new game. We concentrate on those decisions that represent game product

attributes that are revealed in general measures of product differentiation. The horizontal product

differentiation attributes we consider are: game age appropriateness as measured by ESRB rating,

the gaming console on which the game operates, and the genre of the game. For each developer

with more than 10 games in our sample, table 1 lists the number of games for each possible value

of ESRB, console, and genre measures. For each of these measures, we report 2 test statistics for

the null hypothesis that developers choose attributes independently across games. In all cases, we

strongly reject the null. This provides our first piece of evidence that developers specialize along

these dimensions.

It is possible that game developers specialize because of the technical nature of their stage

in the supply chain. Game publishers’ role does not include these technical tasks, though many

publishers are also vertically integrated into game developing. Table 2 repeats the analysis of

Table 1 for publishers rather than developers. Once again, we strongly reject the null hypothesis

that publishers choose game attributes independently across games.

Game developers and publishers also must decide how much to invest in the overall

“quality” of a game. Quality may be relatively more expensive for some firms than others. A

firm’s typical game specialty might be in producing an expensive to produce, high-quality, best-

seller, or in producing an inexpensive, low-quality, modest-seller, or in anything in between. If so,

the typical quality for a firm could be different from the typical quality for the industry. We test

this by regressing game’s Gamespot Scores on a set of firm dummy variables. Table 3 reports

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these regressions for both developers and publishers. Dummy variables are included for all firms

with more than 10 games in our sample. The left out group then represents the firms with fewer

games. Note that quite a few developers and publishers have average Gamespot Scores that are

significantly different from the left out group. An F-test for the constraint that all dummy variable

coefficients are zero is rejected with a great degree of certainty. In fact, almost all of the

significant coefficients are positive. Since these tend to be the firms that are producing more

games, this suggests that higher quality is learned through experience or that there is increasing

returns to producing quality.

We investigate possible returns to specialization by comparing the effect of the attributes

of the most recent games released by a publisher on the attributes of new games. The first three

columns of table 4 analyze the three measures of horizontal differentiation. For example, column 1

reports the results of a Logit regression where the dependent variable equals one if a game’s ESRB

rating is the same as the ESRB rating of the publisher’s next most recent game. The first

explanatory variable is the fraction of all other games released by the publisher with the same

ESRB rating as the game. Given the results regarding age appropriateness specialization found in

table 2, we expect this to have a positive effect. In addition, we include the fraction of the

publisher’s previous five games with the same ESRB rating. This would be positive if, in addition

to the effect from all games, the most recent experience has even greater influence on game

attributes. Indeed, the estimated coefficient on the past five games is positive and significant for

ESRB ratings and for genres but is not significant for consoles. These results are indicative of a

degree of increasing returns to specialization in horizontal attributes.

In the fourth column, we investigate specialization in vertical attributes with an OLS

regression of a game’s Gamespot score on the publisher’s average Gamespot score and on the

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publisher’s average Gamespot score over the previous five games. The positive and significant

coefficient estimate for the first variable is consistent with the existence of vertical specialization.

However, the lack of significance on the second coefficient estimate fails to confirm increasing

returns to quality specialization.

B. Do Game Consumers Substitute Across Niches?

To identify the importance of niches, we estimate the demand for video games with special

attention to measures of product differentiation and the attributes of currently popular games. As

discussed above, our data includes unit sales but does not include price data. Instead, we exploit

how game quality and age affect game sales. Much like movies and music, the price of video

games appears to bear only a slight association with its popularity. There is anecdotal evidence

that games that are considered to be higher quality sell many more units, all else equal (Zhu and

Zhang, 2010). At the same time, a typical game will have its largest sales in the week of its

release, with unit sales decreasing steadily with weeks since release. Thus, we exploit the variation

in both game quality and the age of video games to identify substitution across games.

We build up a more intricate specification of demand so as to uncover ever more subtle

substitution effects. Eventually, we relate week-to-week sales of a game title to both own game

values of age and quality and to values for competing games where competition comes from other

games with similar horizontal features.

Our basic specification relates sales to its quality and age and the average age and quality

of other current games:

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(1)

where Qual and weeks refer to the own game and AvgQual and Avg Age refer to all other games.

We hypothesize that own is positive and display a pattern as indicated in figure 2. We further

hypothesize that all other current games are substitutes for the current game so that oth is negative

and oth is positive. That is, when other games are better and newer, sales for any one game are

smaller.

Niche related substitution patterns are examined by adding to our basic regression niche

based variables for the age and quality measures for other games. In equation (1), the quality and

age of other games is averaged over all top 50 games currently sold. For both quality and age, we

add three measures in which quality and age variables averaged only over the other games with the

same ESRB rating, the same console, and the same genre.

(

) (2)

where N indexes the niches: ESRB, console and genre. In this specification, we hypothesize that

other current games within these niches are closer substitutes for the current game than are games

outside of these niches implying an additional marginal effect of quality and age within niches

beyond that found in equation (1). This implies that the coefficients, othN and othN

, would be

negative and positive respectively.

Our data set includes weekly sales of the top 50 sellers for 208 weeks. We observe most

games for multiple weeks before they fall from the top 50 sellers. This yields a total of just over

10,000 game by week observations with positive sales. However, a game will continue to have

positive sales even after it drops out of the top 50 sellers. For the subsequent weeks, we observe all

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other covariates and we know that the game’s unit sales are less than the sales of the 50th

most

popular game. We use this information to estimate a Tobit regression in which we include up to 15

additional weekly observations that we assume to be censored at that week’s 50th

most popular

game’s sales. Adding these observations yields a total of a little over 15,000 game by week

observations.

Table 5 reports the results of various specifications of our Tobit model of the determinants

of the natural logarithm of unit sales. For all specifications we account for seasonality with month

dummies, the age of the game since release with week dummies for the first 10 weeks and

quarterly dummies afterward, a secular trend in the increased popularity of video games with a

time trend. These are not reported but are all estimated to be significantly different from zero. In

particular, the age dummies indicate a general decay in sales with time as depicted in figure 2

above. In the first column, we include the game’s Gamespot score as our measure of game quality,

as well as the average Gamespot score and age in weeks of all other games in the top 50 games.

First, as expected, games with higher Gamespot scores have significantly larger unit sales.10

This

effect is large. An increase in the Gamespot score by one standard deviation is associated with

sales increasing by about 150%. Second, lower Gamespot scores for the other top 50 games tends

to increase a game’s unit sales. A one standard deviation decrease in the average of other games is

associated with about a 100% increase in unit sales. Third, competing with older games increases a

game’s sales. An increase in the average age of other popular games by one standard deviation is

associated with almost a 100% increase in unit sales. We view these last two effects as indicating

substitution from other games when they are lower in quality or are older.

10

Standard errors are clustered on game title.

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The remaining columns of table 5 explore substitution patterns within and between niches.

This is accomplished by adding variables to the basic specification that average Gamespot scores

and game ages for only competitor games with the same ESRB rating, console, or genre. Since

these variables, by construction, exhibit a degree of coliniarity, we introduce the quality and age

variables both separately and together in columns 2 through 4. We expect even greater substitution

across games that share these attributes. Under this assumption, for games that share attributes,

games that are lower in quality or are older should induce an even larger substitution effect. In

fact, our estimates suggest that they do. Attribute specific Gamespot scores always have an

incremental negative effect on a game’s sales above the effect from all games. These effects are

statistically significant for consoles and, perhaps, genre. Attribute specific age always has an

incremental positive effect on a game’s sales in addition to the effect from all games. These effects

are statistically significant for all three measures of horizontal differentiation. We view this as

evidence that games substitute most with other games with similar attributes. These horizontal

attributes define product niches in which competition is even more fierce.

C. Do Game Publishers Time the Release of Games so as to Avoid Saturated Niches?

The above analysis indicates the importance of product niches. A firm will have a

comparative advantage in a subset of possible product characteristics. Consumers typically

substitute mainly within a subset of product characteristics. Moreover, since the sales of the typical

game decay quickly, the lifecycle of a typical game is fleeting. This implies that a firm releasing

its game during a week when their niche is already relatively well served could lead to much lower

overall sales. Publishers stand to increase their profits considerably by avoiding such opening

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weekends. To the extent that they can, it may be profitable to either speed up the game release date

or delay the release.

We hypothesize that, in the months prior to game release, publishers become aware of the

expected release dates of competitors and so can attempt jump ahead of other game releases in

their niche. Later the information about the quality of these expected releases becomes more firm.

At this time, is may be easier to delay the product launch than to accelerate it. However, the rapid

decay in sales depicted in figures 2 suggests that it may be more profitable to accelerate release

ahead of the competition than to delay and face competition even on the opening weekend. If so,

this would imply that when firms expect new and better games in their niche at their proposed

launch week they more likely to accelerate launch than delay launch.

To test this, we estimate the time between publishers’ game release dates. Because the data

include information about the publisher and the release date for each game, we calculate the time

that has elapsed between the games a publisher releases. Assuming that publishers time their game

releases depending on the current level of satiation in a particular market niche we would expect

that the time span between two released games is influenced by the quality level or game age

prevalent in that certain niche. To test for such strategic timing in release dates we employ survival

analysis of this elapsed time by identifying game release as the appropriate “failure event.” In

order to use methods of survival analysis we need to restructure our data. We describe the

necessary rearrangement of our data and the adopted survival analysis estimation procedures in

detail in the following.

We construct a new endogenous variable suitable for survival analysis which consistently

captures the elapsed time in days between the last game released and the release date of the next

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consecutive game for each publisher in our sample. We only take publishers that have published at

least ten games during our sample period to have a sufficient number of observations available for

each publisher. This leaves us with 1,025 games being launched by 22 different publishers for the

analysis. The elapsed time between two released games from the same publisher varies between 7

and 406 days. We employ the same structural covariates as before for competitor quality and age

as exogenous variables in the survival analysis. Specifically, the covariates include the average

GameSpot-Scores and average age of games in the same niche as defined by ESRB-rating, console

or genre of the game under consideration. We include games from the same publisher as we expect

a publisher to be in reluctant to cannibalize its own sales by releasing a new game in a niche

already filled with his games.

We employ survival analysis techniques to analyze a dependent variable which measures

the time until a certain event occurs. The general form we use is the proportional hazard model,

h(t|xj) = h0(t) exp(xjβx), (3)

In which the hazard of failure is proportional to some initial value. The baseline hazard h0(t) is

time-dependent, but not influenced by the covariates. Therefore, each individual each video game

faces the same baseline hazard. Thus, comparing subject j to subject m, one obtains from the

model

, (4)

the so called hazard ratio. Assuming that the covariates xj and xm do not change over time the

hazard ratio is constant. The semiparametric estimation method proposed by Cox (1972) imposes

no restrictions on the shape of the baseline hazard allowing the baseline hazard to be as flexible as

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possible. In general, this estimation method can also handle time varying covariates. Accordingly,

we rely on the widely established cox regression (Cox 1972) for inference.

The cox regression results are reported in table 6. The four specifications mirror those from

table 5 but we concentrate on the fourth column. In addition to the variables listed, all

specifications also include dummy variables for each publisher. A positive coefficient indicates

that the covariate is associated with a greater chance of ‘failure’ and thus shorter time spans

between game releases and a negative coefficient with longer time spans. Most of the age related

coefficients are not significantly different from zero. However, the coefficient relating to the age

of competing games within the same genre is significant and negative. This is consistent with

publishers choosing to speed up release of their games when they expect other games in the same

genre being released at a similar time, causing the age of competing games to fall. Two of the

three niche related GameSpot Score variables, those for ESRB rating and genre, are negative and

significant. These indicate that when games in these niches are of higher quality, time spans

between games are shorter. This is consistent with publishers choosing to speed up release of their

games when they expect the other games in the same genre or of the same age-appropriateness to

be of higher quality.

IV. Conclusion

While the video game industry is rapidly growing in importance, it is only beginning to be

studied academically. It shares a number of features with other entertainment goods like movies,

music, and books. There is a steady stream of new products. There are substantial upfront costs in

production. Consumers have strong preferences for new releases and consumers have

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heterogeneous preferences for highly differentiated products. Within this context, one of the many

strategic choices publishers must make is when to release a game.

We demonstrate the importance of product niches to understanding outcomes in this

industry. We also suggest that the form of competition stems from the characteristics embodied in

the games rather than on direct prices. This information indicates that the release date decision

could have large profit implications depending on the level of competition in the publisher’s

product niche. Our results suggest that firms adjust their release dates so as to avoid periods of

fiercest competition.

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Figure 1

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Figure 2

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Figure 3

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Table 1. Specialization into Horizontal Niches by Developers

ESRB Console Genre

Developer E

E10

T

M

DS

PS

2

PS

3

PS

P

Wii

X360

Act

ion

Edu/P

uz

Pla

tform

Par

ty

RP

G

Shoote

r

Sport

s

Str

ateg

y

Tota

l

Activision 2 9 50 12 11 13 13 4 10 22 15 0 7 15 14 15 7 0 73

Amaze

Entertainment

3 6 2 0 5 4 0 0 2 0 7 0 2 0 1 1 0 0 11

Capcom 4 2 11 10 7 2 3 7 3 5 7 0 2 1 15 2 0 0 27

EA 110 26 35 13 13 43 33 23 19 53 5 2 2 2 23 13 134 3 184

Harmonix 0 0 14 0 0 5 3 0 2 4 0 0 0 14 0 0 0 0 14

Koei 0 1 12 3 1 1 4 1 0 9 12 0 0 0 3 0 1 0 16

Konami 6 11 4 8 8 8 1 6 4 2 2 2 2 11 9 0 1 2 29

Midway Games 2 0 6 7 0 4 3 1 1 6 6 0 0 0 0 3 6 0 15

Namco Bandai 12 1 9 2 5 2 2 4 6 5 7 4 0 2 5 0 6 0 24

Nintendo 36 6 5 0 30 0 0 0 17 0 1 11 5 8 8 2 6 6 47

Sega 9 4 8 5 2 4 6 0 7 7 5 1 5 1 7 0 7 0 26

Sony Computer

Enterta

23 1 16 7 0 14 11 21 1 0 3 1 1 5 7 8 21 1 47

Square Enix 3 11 8 1 9 5 0 4 2 3 0 1 0 0 16 1 2 3 23

THQ 14 0 6 4 4 7 3 2 1 7 0 0 3 1 4 2 13 1 24

Take-Two

Interactive

28 10 6 13 3 12 10 7 5 20 2 1 0 2 13 1 35 3 57

Ubisoft 8 5 24 16 8 5 10 1 8 21 6 1 2 6 19 12 4 3 53

Warner Bros.

Interact

1 14 1 0 3 2 2 2 3 4 3 0 0 0 13 0 0 0 16

Yuke's 0 0 17 1 0 5 3 3 2 5 0 0 0 0 0 0 18 0 18

Total 261 107 234 102 109 136 107 86 93 173 81 24 31 68 157 60 261 22 704

2

= 404.0 [P=0.00] 2

= 325.3 [P=0.00] 2

= 792.3 [P=0.00]

The sample includes all developers with more than 10 games in the VGChartz data from 2005 through 2008.

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Table 2. Specialization into Horizontal Niches by Publishers

ESRB Console Genre

E

E10

T

M

DS

PS

2

PS

3

PS

P

Wii

X360

Act

ion

Edu/P

uz

Pla

tform

Par

ty

RP

G

Shoote

r

Sport

s

Str

ateg

y

Tota

l

Activision 6 22 69 11 13 32 14 5 17 27 23 0 9 27 21 18 10 0 108

Atari 4 1 10 4 2 7 2 2 1 5 9 2 0 2 2 3 1 0 19

Atlus 0 3 8 3 7 5 0 0 1 1 3 0 0 1 7 0 0 3 14

Capcom 5 3 12 11 8 2 4 7 5 5 7 0 2 0 19 3 0 0 31

Disney 14 3 8 0 10 5 2 1 4 3 4 3 1 3 12 0 2 0 25

Eidos Interactive 2 1 7 7 2 4 2 2 0 7 0 2 0 0 9 5 0 1 17

EA 120 28 55 17 18 56 35 25 26 60 7 2 4 12 33 18 140 4 220

Koei 0 1 12 0 0 2 3 1 0 7 11 0 0 0 1 0 1 0 13

Konami 2 9 6 12 6 7 2 8 3 3 2 0 2 10 12 0 1 2 29

LucasArts 2 15 15 0 6 8 3 5 4 6 9 1 0 0 15 5 0 2 32

Microsoft 3 3 7 14 0 0 0 0 0 27 1 0 1 3 12 6 3 1 27

Midway Games 6 0 6 10 1 4 4 3 3 7 7 0 0 2 1 6 6 0 22

Namco Bandai 9 2 22 3 4 8 4 8 5 7 14 3 1 2 8 1 7 0 36

Nintendo 64 11 7 0 54 0 0 0 28 0 4 16 8 14 17 4 12 7 82

Sega 15 11 24 12 9 6 11 3 15 18 21 1 10 2 12 2 13 1 62

Sony Comp Ent 30 9 24 14 0 24 21 32 0 0 6 2 7 5 11 17 28 1 77

Square Enix 3 13 17 2 15 6 0 7 3 4 0 0 0 0 29 1 0 5 35

THQ 26 1 25 7 10 16 7 5 5 16 1 0 5 1 13 3 34 2 59

Take-Two 34 10 11 20 5 14 15 6 7 28 6 1 0 2 17 5 41 3 75

Ubisoft 15 10 29 26 14 8 13 2 14 29 8 4 2 8 26 19 10 3 80

Vivendi 3 4 2 8 4 3 2 2 2 4 6 0 2 0 5 3 0 1 17

Warner Bros. 2 6 0 4 2 1 3 1 2 3 0 0 0 0 6 4 2 0 12

Total 365 166 376 185 190 218 147 125 145 267 149 37 54 94 288 123 311 36 1,092

2

= 450.8 [P=0.00] 2

= 571.1 [P=0.00] 2

= 846.6 [P=0.00]

The sample includes all developers with more than 10 games in the VGChartz data from 2005 through 2008.

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Table 3. Specialization into Vertical Differentiation

Regression of GameSpot Score on Firm Dummies

Developers Publishers

Coef. Std. Err.

Coef. Std. Err.

Activision 0.400 (0.416) Activision 0.556** (0.207)

Amaze

Entertainment 0.804+ (0.437) Atari 0.412 (0.346)

Capcom 1.223* (0.477) Atlus 1.006** (0.376)

EA 0.955* (0.422) Capcom 1.224** (0.277)

Harmonix 1.800** (0.554) Disney -0.340 (0.376)

Koei -0.206 (0.514) Eidos

Interactive 0.293 (0.346)

Konami 0.832+ (0.473) EA 0.829** (0.187)

Midway Games 0.271 (0.527) Koei -0.978** (0.376)

Namco Bandai 0.884+ (0.499) Konami 0.923** (0.283)

Nintendo 1.353** (0.455) LucasArts 0.303 (0.280)

Sega -0.052 (0.485) Microsoft 0.781** (0.294)

Sony Computer

Enterta 1.710** (0.454) Midway

Games -0.358 (0.308)

Square Enix 0.639 (0.485) Namco

Bandai 0.670* (0.277)

THQ 0.484 (0.499) Nintendo 1.060** (0.218)

Take-Two

Interactive 1.150** (0.443) Sega 0.010 (0.233)

Ubisoft 0.963* (0.450) Sony Comp

Ent 1.454** (0.221)

Warner Bros.

Interact 0.531 (0.514) Square Enix 0.866** (0.264)

Yuke's 0.528 (0.504) THQ 0.388 (0.238)

Take-Two 1.004** (0.218)

Ubisoft 0.628** (0.223)

Vivendi 0.124 (0.355)

Warner Bros. -0.063 (0.419)

Constant 6.500** (0.411) Constant 6.563** (0.166)

R2 0.10 0.13

Dummies are for firms if they have more than 10 games in the sample. The constant

term represents the average Gamespot score for the other firms. 1,029 observations

with valid Gamespot scores.

Standard errors in parentheses. ** p<0.01, * p<0.05, + p<0.10.

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Table 4. Tests of Increasing Returns to Specialization

Logit OLS

VARIABLES

Same

ESRB

As Last

Game

Same

Console

As Last

Game

Same

Genre As

Last

Game

GameSpot

Score

Fraction of All Other Games by

Publisher with Same ESRB

3.227**

(0.417)

Fraction of Previous Five Games

by Publisher with Same ESRB

0.798*

(0.314)

Fraction of All Other Games by

Publisher for Same Console

5.583**

(0.620)

Fraction of Previous Five Games

by Publisher for Same Console

0.972

(0.606)

Fraction of All Other Games by

Publisher for Same Genre

3.117**

(0.592)

Fraction of Previous Five Games

by Publisher for Same Genre

0.951**

(0.328)

Average GameSpot Score for All

Other Games by Publisher

0.754**

(0.112)

Average GameSpot Score for

Previous Five Games by Publisher

0.104

(0.101)

Constant

-1.615** -2.845** -1.428** 1.006+

(0.177) (0.158) (0.226) (0.517)

Observations 959 959 959 839

Robust standard errors in parentheses

** p<0.01, * p<0.05, + p<0.1

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Table 5. Tobit Regressions of Weekly Units Sold by Game

(1) (2) (3) (4)

Gamespot Score (GSS) 0.716** 0.859** 0.769** 0.920**

(0.165) (0.157) (0.167) (0.160)

GSS for all other games -3.204** -0.921

-1.917**

(0.592) (0.665)

(0.646)

GSS for other games with

same ESRB rating

-0.091

-0.048

(0.146)

(0.144)

GSS for other games for

same console

-0.630**

-0.532**

(0.170)

(0.169)

GSS for other games for

same genre

-0.297*

-0.199

(0.145)

(0.153)

Age in weeks of all other

games 0.064*

-0.010 0.033

(0.026)

(0.027) (0.026)

Age of other games with

same ESRB rating

0.043** 0.036**

(0.013) (0.012)

Age of other games for

same console

0.029** 0.030**

(0.009) (0.009)

Age of other games for

same genre

-0.033** -0.030**

(0.010) (0.010)

Observations 15,674 15,506 15,506 15,506

All regressions also include month dummy variables, a time trend and dummy

variables for weeks on the market from one to ten and quarters on the market for

two through four. Robust standard errors in parentheses.

** p<0.01, * p<0.05, + p<0.1

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Table 6. Cox Regressions of Weeks until Publishers Next Game Release

(1) (2) (3) (4)

Gamespot Score (GSS) 0.033 0.041+ 0.025 0.028

(0.023) (0.023) (0.023) (0.023)

GSS for all other games -0.000

0.012** 0.013**

(0.004)

(0.004) (0.005)

GSS for other games with

-0.010** -0.011**

same ESRB rating

(0.002) (0.002)

GSS for other games for

0.000 0.000

same console

(0.002) (0.002)

GSS for other games for

-0.012** -0.012**

same genre

(0.003) (0.003)

Age in weeks of all other -0.217 -0.147

0.083

games (0.147) (0.163)

(0.171)

Age of other games with

0.030

0.042

same ESRB rating

(0.035)

(0.036)

Age of other games for

-0.026

-0.048

same console

(0.034)

(0.032)

Age of other games for

-0.057*

-0.082**

same genre

(0.029)

(0.029)

Observations 5,892 5,740 5,740 5,740

All regressions also include month and publisher dummy variables. Robust standard

errors in parentheses.

** p<0.01, * p<0.05, + p<0.1